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BLACKSTONE: APLIKASI AUGMENTED REALITY UNTUK JENIS BATUAN GUNUNG IRENG DALAM MENDUKUNG PENGEMBANGAN OBJEK GEO-WISATA Nana Syahrima Rizkyaputri; Edhy Sutanta; Muhammad Sholeh
Jurnal SCRIPT Vol. 9 No. 1 (2021): Vol 9 No. 1 Juni 2021
Publisher : Jurusan Informatika INSTITUT SAINS & TEKNOLOGI AKPRIND YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/script.v9i1.3660

Abstract

Gunung Ireng merupakan salah satu objek wisata yang memiliki potensi untuk dikembangkan menjadi objek wisata geologi (geo-wisata). Potensi tersebut dapat dikembangkan dengan melengkapi salah satu kriteria sebagai destinasi geo-wisata, yaitu adanya aspek informasi dan pengkajian ilmu pengetahuan kegeologian (geo-science). Salah satu teknologi informasi (TI) yang dapat diterapkan untuk mendukung pengembangan geo-wisata tersebut adalah AR, sehingga penelitian ini menerapkan AR untuk memperkenalkan jenis batuan pada klaster-klaster geo-wisata Gunung Ireng untuk menjadi daya tarik dan media penyampaian informasi yang mudah. Aplikasi teknologi AR dibangun menggunakan Unity 3D dan Vuforia melalui 6 (enam) langkah yaitu analisis, perancangan, pembuatan aplikasi, pengujian (alpha dan beta), penerapan, dan dokumentasi dan pelaporan. Metode pengumpulan data yang digunakan yaitu studi pustaka, wawancara, observasi, dan kuesioner. Pengujian alpha yang digunakan adalah uji ketepatan marker dan pengujian black-box, sedangkan pengujian beta yang dilakukan adalah membagikan kuesioner kepada 32 responden dan diuji validitas dan reliabilitasnya.Hasil dari penelitian ini adalah aplikasi BlackStone yang menerapkan AR sesuai dengan rancangan yang sudah dibuat. Pengujian alpha dengan skenario black-box menunjukkan bahwa aplikasi secara umum telah berfungsi dengan baik. Uji ketepatan marker berhasil mendeteksi marker menggunakan ARCamera aplikasi BlackStone hingga ¼ luasan marker. Pengujian beta melalui kuesioner yang diuji validitas untuk aspek daya tarik dan aspek kemudahan penyampaian informasi memiliki pertanyaan yang valid, sedangkan uji reliabilitas dengan perhitungan Alpha (Cronbach) untuk aspek daya tarik memiliki nilai 0,960 dan aspek kemudahan penyampaian informasi memiliki nilai 0,952, nilai-nilai tersebut memiliki arti data yang diujikan bernilai baik.
PERANCANGAN APLIKASI PEMROGRAMAN ANTARMUKA BERBASIS WEB MENGGUNAKAN GAYA ARSITEKTUR REPRESENTASI UNTUK SISTEM PRESENSI SEKOLAH Rizal Afriansyah; Muhammad Sholeh; Dina Andayati
Jurnal SCRIPT Vol. 9 No. 1 (2021): Vol 9 No. 1 Juni 2021
Publisher : Jurusan Informatika INSTITUT SAINS & TEKNOLOGI AKPRIND YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/script.v9i1.3663

Abstract

Application Programming Interface (API) adalah antarmuka yang dibangun oleh pengembang sistem sehingga beberapa atau seluruh fungsi sistem dapat diakses secara terprogram. Representational State Transfer (REST) adalah salah satu gaya arsitektur pengembangan API yang menggunakan Hypertext Transfer Protocol (HTTP) untuk komunikasi data. Penelitian ini menerapkan REST dalam mengembangkan API sebagai bagian belakang dari sistem informasi sekolah. API dikembangkan menggunakan JavaScript Object Notation (JSON) sebagai format standar untuk komunikasi data. Penelitian ini menunjukan bahwa pengembangan API berhasil dilakukan pada data siswa dan implementasi REST membuat mudah untuk mengembangkan struktur API. Penelitian ini menghasilkan back-and berbasis REST API untuk sistem informasi sekolah.
PEMANFAATAN SUMBER BELAJAR BERBASIS TEKNOLOGI INFORMASI PADA PEMBELAJARAN PENDIDIKAN AGAMA ISLAM DENGAN MENGGUNAKAN ISPRING PRESENTER Untung Joko Basuki; Muhammad Sholeh
JURNAL GAUNG INFORMATIKA Vol 7 No 2 (2014): Jurnal Gaung Informatika Vol 7 No 2 Juli 2014
Publisher : Universitas Sahid Surakarta

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Abstract

The use of information and communication technology in the learning media isnow an alternative in the learning process. In the course of lectures as a lecturer cannot only rely on writing that is always written in the media whiteboard. The show is certainly conventional and monotonous. In order for the learning process interesting,the use of ICT now has become a necessity and can be more interesting in the learning process.The subject of Islamic education taught should also adjust the development of ICT. As an alternative to the development of learning media, Islamic religious educationmaterials will be developed using ISPRing application. ISpring application is an application that packs material created with power point so that the end result of this teaching materials more interesting by displaying multimedia-based teaching materials In writing, this will be discussed the results of the development of teaching materials of Islamic education that has been packaged in power point will be processed to make it more interesting by using iSpring.
PENGENALAN TEKNOLOGI ROKET AIR PADA REMAJA DAN ANAK-ANAK DI DUSUN SEMBUNG SENDANG TIRTO BERBAH KABUPATEN SLEMAN Untung Joko Basuki; Muhammad Sholeh; Joko Triyono
JURNAL GAUNG INFORMATIKA Vol 9 No 1 (2016): Jurnal Gaung Informatika Vol 9 No 1 januari 2016
Publisher : Universitas Sahid Surakarta

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Abstract

A university is present in the community to assume the function of Tri Dharma Perguruan Tinggi, which is the function of Education and Teaching, Research, and Community Service. In order for Universities to be in direct contact with the community through the practice of science and technology, then the activities of community service must be done. Program of Community Service (Abdimas) is not only done by lecturers, but also students who are concrete tangible Real Work Lecture (KKN).KKN program at the Institute of Science & Technology AKPRIND Yogyakarta, as well as efforts to improve empathy and awareness of students in the community andapply science, especially science and technology in the midst of society. The process of implementing this KKN also get guidance from lecturers. In the guidance of this KKN,lecturers also play a role in the implementation of community service. With the involvement of this lecturer is expected to implement KKN can run in accordance withthe policy of the Institute. As the implementation of community service, especially at the location of KKN Sendang Tirto Berbah Sleman District, KKN team and lecturers provide science andtechnology themed training. The training provided includes a water rocket targeted at the children's participants and the manufacture of a meteor breaker. Besides that, also given counseling related to the environment.
PENGEMBANGAN ELEARNING MENGGUNAKAN MOODLE DI SMK MUHAMMADIYAH 2 MUNTILAN Muhammad Sholeh; Suraya .
JURNAL GAUNG INFORMATIKA Vol 10 No 1 (2017): Jurnal Gaung Informatika Vol 10 No 1 januari 2017
Publisher : Universitas Sahid Surakarta

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Abstract

The world of education today can not be released with the development of information and communication technology (ICT). Students as protégé with smartphone devices have so easy to access information through internet. This development should be followed by the school's policy of the teachers in optimizing ICT as a medium in the learning process. Through the internet, both teachers and students can complement the learning materials by looking for teaching materials. The Internet can be used to interact between teachers and students as a supporter of the learning process. One means of facilities that can be used is elearning. By using this elearning, both teachers and students can interact with each other outside the classroom. Teachers can upload teaching materials in elearning and students can download teacher materials, as well as in tasks, teachers can optimize elearning as a medium for collecting tasks or working on problems. In the socialization of community service activities conducted in SMK Muhammadiyah 2 Muntilan, developed elearning facilities using Moodle and given training how the teachers can use elearning as one of the media in the learning process and create teaching materials using ICT.
MENINGKATKAN KOMPETENSI GURU DALAM PEMBUATAN BAHAN AJAR BERBASIS TEKNOLOGI INFORMASI DI SMA NEGERI 2 PLAYEN GUNUNG KIDUL Muhammad Sholeh; Prita Haryani
JURNAL GAUNG INFORMATIKA Vol 11 No 1 (2018): Jurnal Gaung Informatika Vol 11 No 1 Januari 2018
Publisher : Universitas Sahid Surakarta

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Abstract

The use of information and communication technology (ICT) in teaching and learning process (PBM) is currently one of the alternatives in the learning process.ICT-based teaching materials are becoming more interactive means of explaining a material. With ICT developed learning materials equipped with multimedia facilities, sothat its presentation can be more interesting and the material can be depicted visually so that the presentation of the material can be equipped with pictures, video andanimation,As an effort to improve the competence of teachers in developing ICT-based teaching materials, in SMA Negeri 2 Playen Gunung Kidul organized training and assistance in making teaching materials. The material provided is to create teaching materials using the Video Scribe app. The Scribe Video application can be used tocreate teaching materials and comes with multimedia as well as more interactive and easy development
RANCANG BANGUN APLIKASI PERMAINAN ADU CEPAT MEMBACA MENGGUNAKAN PERMAINAN MULTIPLAYER WORD SEARCH PUZZLE Muhammad Sholeh; Erfanti Fakiah; Gilangsurya Adi P
JURNAL GAUNG INFORMATIKA Vol 11 No 2 (2018): Jurnal Gaung Informatika Vol 11 No 2 Juli 2018
Publisher : Universitas Sahid Surakarta

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Abstract

Various mcam mobile-based applications today are easily downloaded and played via mobile devices. One application that can be used is a game application, both gamesfor entertainment and games in which there is an element of education. With a megemas game that there is an element of education is expected, players, especially children in addition to getting entertainment also get education, Indirectly children learn and have to improve the ability that actually there element of education.This paper discusses the application of fast reading games by combining fast reading techniques and word search. This application is built using the JavaProgramming Language and the server is built with the Javascript Programming Language using the Node.js framework.Algorithm to solve game search word in this research using backtracking algorithm. To play this game requires two smartphone devices connected to each other,for that required media connection between devices ie the internet. The design and manufacture of this game aims to train the ability to read quickly as well asentertainment to fill the spare time.
KONVERSI DATA DARI DATABASE RELASIONAL MYSQL KE DATABASE NOSQL MONGODB (STUDI KASUS PADA SISTEM INFORMASI UMKM) Erma Susanti; Muhammad Sholeh; Rr. Yuliana Rachmawati
JURNAL GAUNG INFORMATIKA Vol 13 No 2 (2020): Jurnal Gaung Informatika, Volume 13, Nomor 2 Juli 2020,
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/gi.v13i2.520

Abstract

Increasing volume of data that stored in a relational database can cause a reduction in data access speed. The addition of data and database queries can affects the speed of the performance of the information system. The use of document-oriented, non-relational (NoSQL) databases such as MongoDB can help in grouping data logically. Documents and collections do not need to be determined well before making, because it is very flexible. Built-in features of MongoDB have high scalability and are compatible with a variety of software. Data conversion is a very scalable solution, because data will be stored in cloud-based storage, thus saving storage space and server maintenance costs. The latest MongoDB feature also supports multi document ACID transactions to support data integrity. Data conversion case study will use data from the UMKM information system (Usaha Mikro Kecil Menengah) that has been developed previously with a MySQL relational database. The UMKM information system database will support a new database based on NoSQL MongoDB, in order to improve access performance, increase scalability, save on server maintenance costs and help strengthen data integrity. MongoDB database performance test results using the YCSB Client with an increased number of threads affect the linear increase in throughput (ops / sec) and the amount of data.
EDUKASI DAMPAK NEGATIF PENGGUNAAN GADGET DAN MEDIA INTERNET YANG BERLEBIHAN BAGI ANAK-ANAK Muhammad Sholeh; Rr. Yuliana Rachmawati; Dina Andayati
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 3 No 1 (2022): Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Volume 3, No 1 Maret 2022
Publisher : LP3M STKIP MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v3i1.670

Abstract

One of the impacts of the COVID-19 pandemic is the implementation of the online teaching and learning process. This is one of the factors that causes dependence on the internet to be higher. The implementation of online learning makes the use of gadgets connected to the internet for children more often. So that children can use the internet properly and safely, it is necessary to have supervision and assistance from parents. This community service given to mothers in the Baros Pakanewon hamlet of Kretek Bantul aims to provide knowledge about safe and healthy internet use for children. The implementation method is carried out by giving questionnaires regarding the use of gadgets in children and lectures on the negative and positive impacts of internet use for children. The results of the implementation of community service carried out include educating mothers on strategies so that children do not depend on gadgets and how the role of parents specifically for mothers is in providing assistance to children in using gadgets that are connected to the internet. Evaluation of activities was carried out by giving a questionnaire and the results of the questionnaire on the question of the bad impact of using gadgets to damage the future of children showed that 85% answered strongly agree and 15% answered agree. The results of the questionnaire on the question of the negative impact on children's health, 90% answered strongly agree and 10% answered agree.
Pengaburan Gambar dengan Teknik Mozaik Muhammad Sholeh
Seminar Nasional Aplikasi Teknologi Informasi (SNATI) 2004
Publisher : Jurusan Teknik Informatika, Fakultas Teknologi Industri, Universitas Islam Indonesia

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Abstract

Sebuah gambar kadangkala perlu dilakukan penyembuyian untuk bagian tertentu,Gambar atau foto terdakwa biasanya bagian wajah dikaburkan, sehingga orang lain tidakdapat mengenal wajah tersebut. Proses pengaburan suatu gambar ini dilakukan denganpembesaran ukuran piksel dari bagian yang akan dikaburkan. Dalam tulisan ini akan diulasproses pengaburan bagian tertentu dari suatu gambar dengan menggunakan teknik mozaik.Program aplikasi dibuat dengan menggunakan Borland Delphi dan gambar yang dapatdilakukan pengaburan dibatasi untuk gambar bitmap.Kata kunci: pengaburan, piksel, gambar.